车祸模拟器 - BeamNG.drive

车祸模拟器 - BeamNG.drive

查看统计:
BenDragon81037 2016 年 5 月 12 日 下午 4:14
How does BeamNG compare to Rigs of Rods?
Hey there.

I've been looking to get BeamNG but I'm not sure about how it stacks up against Rigs of Rods?

You see, I'm kinda looking for a simple program to use as a test bed to test vehicle designs on, but the vehicle creation process for Rigs of Rods is a bit too complicated for me to learn how to do it (mostly when it comes to attaching the model to the rig...).

This includes features and functionality (such as being able to load loads and secure them onto your truck, also using the mouse as a basic 2D tag line to help position the load) as well as the use of cranes and hydraulics.

Rigging and Modelling (or is it vice versa) - How easy is it to create vehicles for BeamNG compared to Rigs of Rods?
< >
正在显示第 1 - 3 条,共 3 条留言
RetroRun 2016 年 5 月 13 日 上午 12:48 
Its not a vehicle building game, its a vehicle simulation game, you need to learn 3ds max or any other moddeling program to create and import vehicle ingame.You also need to code the vehicle specs and create the jbeam structure.
最后由 RetroRun 编辑于; 2016 年 5 月 13 日 上午 12:49
Nadeox1 2016 年 5 月 13 日 上午 1:46 
BeamNG.Drive and Rigs of Rods have similar concepts.
But do not intend BeamNG.Drive as a Rigs of Rods V2, because it's not.
Both are from the same devs, one is a commercial product, the other is an opensource project.

BeamNG.Drive has been rewritten completely from scratch, making use of more up to date simulations methods and etc. to provide a faster realtime and better usage of the hardware.
The game is more focused of vehicle simulation (as in road vehicles as cars, trucks, etc).

2D Tag line is something that has been implemented in BeamNG.Drive aswell in version 0.5.2.0 ( http://blog.beamng.com/version-0-5-2-released/ )
Hooks and etc. are planned.

It should be easier to create mods for BeamNG as we are creating a modding system based on what the community needs.
For example, while in RoR you have 1 .truck file that define everything, in BeamNG.Drive in you have multiple .jbeam file, each can define different parts of the vehicle (better organization, easier modding). Aswell the use of DAE which contains multiple parts, while in RoR you need 1 .mesh file for each object.

You can find many more info regarding modding on the official wiki.
最后由 Nadeox1 编辑于; 2016 年 5 月 13 日 上午 1:47
BenDragon81037 2016 年 5 月 13 日 上午 2:37 
引用自 Spacekiller
Its not a vehicle building game, its a vehicle simulation game, you need to learn 3ds max or any other moddeling program to create and import vehicle ingame.You also need to code the vehicle specs and create the jbeam structure.
That's the problem with games which feature building your own vehicle within the simualtion and testing them out.

What I mean by this, is that I'm kind of used to building in games like Garry's Mod, but to be honest, I need a replacement for it where I do have the freedom to create vehicles in modelling programs and to have the ability to easily import it into a simulator for testing.

I've tried to model for Rigs of Rods, but I've never really found out how to export models from Blender and import them into Rigs of Rods (I can model just fine, altough texturing is still in its infancy, but I can make steady progress.), which is why I'm interested in BeamNG since, as far as I can tell, I'd have an easier time transferring models from Blender into BeamNG
引用自 Nadeox1
BeamNG.Drive and Rigs of Rods have similar concepts.
But do not intend BeamNG.Drive as a Rigs of Rods V2, because it's not.
Both are from the same devs, one is a commercial product, the other is an opensource project.

BeamNG.Drive has been rewritten completely from scratch, making use of more up to date simulations methods and etc. to provide a faster realtime and better usage of the hardware.
The game is more focused of vehicle simulation (as in road vehicles as cars, trucks, etc).

2D Tag line is something that has been implemented in BeamNG.Drive aswell in version 0.5.2.0 ( http://blog.beamng.com/version-0-5-2-released/ )
Hooks and etc. are planned.

It should be easier to create mods for BeamNG as we are creating a modding system based on what the community needs.
For example, while in RoR you have 1 .truck file that define everything, in BeamNG.Drive in you have multiple .jbeam file, each can define different parts of the vehicle (better organization, easier modding). Aswell the use of DAE which contains multiple parts, while in RoR you need 1 .mesh file for each object.

You can find many more info regarding modding on the official wiki.
Hmm, that's really quite interesting, I've seen a crane on the BeamNG repository, but, for the life of me, I can't see how this actually works (even when looking at the LUA file...)

Speaking of the Wiki and LUA, I've been looking up LUA functions, but I can't really find anytihng relating to moving objects / modifying the length of certain beams to act like hydrualcis etc...

As for the 2D "tagline" (more notabily, the Node Grab feature) looks quite promising.
最后由 BenDragon81037 编辑于; 2016 年 5 月 13 日 上午 2:37
< >
正在显示第 1 - 3 条,共 3 条留言
每页显示数: 1530 50

发帖日期: 2016 年 5 月 12 日 下午 4:14
回复数: 3